-- MESECON
-- Add jeija (or mesecons depending on your Mesecons version) to bobblocks\depends.txt and paste the below in at the bottom of bobblocks\blocks.lua
mesecon:register_on_signal_on(function (pos, node)
if
node.name == 'bobblocks:redblock_off' or
node.name == 'bobblocks:orangeblock_off' or
node.name == 'bobblocks:yellowblock_off' or
node.name == 'bobblocks:greenblock_off' or
node.name == 'bobblocks:blueblock_off' or
node.name == 'bobblocks:indigoblock_off' or
node.name == 'bobblocks:violetblock_off' or
node.name == 'bobblocks:whiteblock_off'
then
update_bobblock (pos, node, state)
end
end)
mesecon:register_on_signal_off(function (pos, node)
if
node.name == 'bobblocks:redblock' or
node.name == 'bobblocks:orangeblock' or
node.name == 'bobblocks:yellowblock' or
node.name == 'bobblocks:greenblock' or
node.name == 'bobblocks:blueblock' or
node.name == 'bobblocks:indigoblock' or
node.name == 'bobblocks:violetblock' or
node.name == 'bobblocks:whiteblock'
then
update_bobblock (pos, node, state)
end
end)
RabbiBob wrote:
Worked on Mesecon integration this morning. I'm not ready to put out a version 0.0.5 yet, however you can add the below code to blocks.lua and add jeija to default.txt to use it now. There should be no changes to this code to affect future versions.Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
-- MESECON
-- Add jeija to bobblocks\default.txt and paste the below in at the bottom of bobblocks\blocks.lua
mesecon:register_on_signal_on(function (pos, node)
if
node.name == 'bobblocks:redblock_off' or
node.name == 'bobblocks:orangeblock_off' or
node.name == 'bobblocks:yellowblock_off' or
node.name == 'bobblocks:greenblock_off' or
node.name == 'bobblocks:blueblock_off' or
node.name == 'bobblocks:indigoblock_off' or
node.name == 'bobblocks:violetblock_off' or
node.name == 'bobblocks:whiteblock_off'
then
update_bobblock (pos, node, state)
end
end)
mesecon:register_on_signal_off(function (pos, node)
if
node.name == 'bobblocks:redblock' or
node.name == 'bobblocks:orangeblock' or
node.name == 'bobblocks:yellowblock' or
node.name == 'bobblocks:greenblock' or
node.name == 'bobblocks:blueblock' or
node.name == 'bobblocks:indigoblock' or
node.name == 'bobblocks:violetblock' or
node.name == 'bobblocks:whiteblock'
then
update_bobblock (pos, node, state)
end
end)
RabbiBob wrote:Maybe. At most I'm inclined to resize down to 16x16 and see how it looks. If it looks like crap I won't support it myself.
RabbiBob wrote:Maybe. At most I'm inclined to resize down to 16x16 and see how it looks. If it looks like crap I won't support it myself.
RabbiBob wrote:J4i - what texture pack do you use? Default or custom?
Calinou wrote:Hmm... You should probably set your colored block's renderings as "glasslike" or whatever it is - it would fix the problem of seeing through the floor.
minetest.register_node("bobblocks:orangeblock", {
description = "Orange Block",
drawtype = "glasslike",
alpha = WATER_ALPHA,
default
jeija
fullbuster93 wrote:i h've done what you told , now when I launch the game i have moderror : mod bobbocks has unsatisfied dependencies : " jeija" . check debug.txt details
fullbuster93 wrote:i have it , i downloaded it from the link , i took v0.9
RabbiBob wrote:
- Dependencies: Mesecons
- Edit depends.txt as follows: For Mesecons v0.0.5 add "jeija" / For GitHub (or > v0.5) add "mesecons"
RabbiBob wrote:Recipes
Blocks
minetest.register_craft({
output = 'NodeItem "bobblocks:blueblock" 2',
recipe = {
{'node "default:glass" 1', 'node "default:torch" 1', 'node "default:gravel" 1'},
},
})
minetest.register_craft({
output = 'NodeItem "bobblocks:whiteblock" 2',
recipe = {
{'node "default:glass" 1', 'node "default:torch" 1', 'node "default:dirt" 1'},
},
})
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